using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using SHOOTER.Entities;
using SHOOTER.Managers;
using SHOOTER.Camera;
namespace SHOOTER
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont Font;
        //Mouse Control
        MouseManager mMouseManager = MouseManager.Instance;
        
        //Player Class
        Gunman mGunman;
        
        //Arow Model (temp/testing)
        Model model;

        //Camera class and position variable
        CamComponent camera;
        Vector3 camPos = new Vector3 (0,-5,0);
        
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            this.IsMouseVisible = false;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            Components.Add(camera = new CamComponent(this));
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Font = Content.Load<SpriteFont>("Font/Reserves");// Ammo and Health font
            model = Content.Load<Model>("Fbx/model_arrow");// 4Testing
            mGunman = new Gunman (graphics.GraphicsDevice,new Vector2 (Mouse.GetState().X, Mouse.GetState().Y), this, spriteBatch);
            
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            mMouseManager.Update(gameTime);
            mGunman.Update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.DrawString(Font, "Ammo: " + mGunman.mCurrentAmmunition, new Vector2(50, 445), Color.Black);
            spriteBatch.End();

            //Draw Arrow
            // model.Draw(Matrix.Identity, Matrix.CreateLookAt(new Vector3(2, 3, 10), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1.0f, 100.0f));
            
            //Draw Camera
            model.Draw(Matrix.CreateTranslation(camPos), camera.View, camera.Proj);
           
            //Draw Player Reticle
            mGunman.Draw(gameTime);
           
            base.Draw(gameTime);
        }
    }
}
